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It's not about how hard a game is, it's about making them enjoyable - if more people understood that, games wouldn't suck so much...
I'm sorry that you have stopped enjoying the game because of the difficulty. We have tried to make the game possible to beat for most people that plays it and at the same time keep it challenging. There certainly are parts of the game where we could had done a better job. =)
On Christmas Eve I entered the caves and approached the first village and it was MAGICAL - the world, the atmosphere and the MASSIVE jumps and stuff were joyous - I loved it.
Sometimes that's enough - give the player a wild ride but don't derail their train when they falter. If I want to be punched-in-the-face I'll play Cloudbuilt or DeadCore (I play both anyway) - I'm sure some of the bits in ASAMU caused other people to swear but there's a definite change-of-pace in the ice cave, moving away from the joyous leaping and exploration towards more frustrating jumps and punishment for not 'guessing what's around the corner'.
I'd even gotten that far without noticing the cursor 'brightens' when a grapple is possible - but at the speed you're moving that's not really much use and when you're flying through space with nothing to grasp it's not helpful eitehr ;0
So you just keep on trying to find a path which works but it gets less and less fun - by the end you'll be glad it's over perhaps - and that's a criminal shame IMO
So props for the first 75% of the game at least - you created something truly magical upto that point.
The game lets you try as many times as you like without a penalty - and while I don't necessarily think that's the very best way to have players figure a level out, it works well enough - and we are talking about one of the final segments of the game here. It is supposed to be challenging. In a perfect world, this studio would have had the resources to polish and perfect this game more, but I personally think what they've accomplished here is fantastic. (I don't believe they had the benefit of a major publisher and their budget like Deadcore did.)
I do think there is some room for improvement here, but I certainly wouldn't go so far as to accuse them of using paying customers as playtesters. The game isn't perfect - but I think it's quite good - especially for coming out of such a small studio. (Look back at Valve when it was younger - the original Half-Life was barely a fraction as balanced and straightforward as its later games - these guys are learning, too.)
It is true - the difficulty curve in this game stutters and spikes more than I'd like - but for the whole experience, it was totally worth it - and when I did figure out a frustrating area, it was rewarding. I think they can learn from what wasn't perfect here and apply those lessons to future projects - but I think ASAMU is far from broken - if a little lumpy. I think the game might get a B- or C+ when it comes to clarity of communication with the player, but the overall experience was still a resounding A for me.
I say all this to acknowledge the issues while still cheering on the team - I've seen what they are capable of, and I want to see what they can do in the future with what they've learned.
The problem with it is that it's just too random, and not fun: nothing depends on what you do or on your behavior, you can fly up in the air, aim at a cube and by the time you're there, the cube is already too low and you die with it because you couldn't see how quickly it descended. Or fly up but be unable to hook at anything else, everything is like too high up, or too low, or too far away, and you die again. And so on, and on, and on.
Dying 50 times (by something that's not even close your fault) until you get that lucky run where you can cross the gap is *not* fun, it's frustrating. Maybe it would've worked better by having all the blocks fall slower, or to have some sort of safe pattern or something.
There were other similar parts in the game (like the windmills one), but this was the top, or... the worst.
Still, I appreciate your search for feedbacks, as I read you're still a very young team so these clunky sections are kinda forgivable.
I just ragequitted at this very part. It's way past the point of being mildly infuriating... But I guess I'll try it again tomorrow :D Good game yeah, but indeed there is no feedback whatsoever as to where I might be able to get, and at this stage.........
If that bit riled you tho - the stalagtite corridor will kill you (it did me)
but now, somewhere deep into the stalagtite corridor, I think I have to jump... far... not sure though...
EDIT: also that stalagtite corridor shows that there is absolutely no sense at all for distances available for grappling, I grappled from one point of the room to the complete opposite, which was like - 50 meters away orso... bug or feature?
EDIT #2: Oh THAT CORRIDOR ><
EDIT #3: Aaah man... Finished it... The feels man, the feeeeeels... :'(
The corridor is a real ♥♥♥♥♥ tho - there's just a bit too-much trial-and-error and some bits are a bit "why the hell didn't that grapple" too.
The ''drop chute' after it is a massive, massive buzz tho - if they'd just balanced the run up the end a bit, ASAMU would have been my GoTY for sure...
I'd even speedrun it - but the ice cubes and the stalagtites are not speedrun material - too random/fiddly/frustrating...
Practice jumping on the cube next to you where you start the level as you need to ensure you have that mechanic down pat . If you allow yourself to get too low you die anyway regardless if you make it onto cubes or not. As soon as you see lots of fog you are too low so boost out of there, Don't spend too long on cubes after you land on them and watch out for ones that turn as they can throw off your sense of direction. Just always look for the next cube to jump to when you are on one or boost to the nearest one.
As for the corridor i think i am there now arghh lol
Gave up at this very stage. Falling boxes > me, and it's not the 90s anymore. :(
1) you graple cube;
2) you fly above it;
3) you graple it from above, to land on it;
4) repeate.